学习URP, 实现自定义的渲染管线
预计实现:
- 尽可能使用同一个相机渲染 场景和UI
- normalbias推近多少合适?
- 为什么使用hdr时候,会对于gamma/linear有影响?也就是会导致画面变暗?
- 为什么shadowmask下 min(bakedShadow, realTimeShadow);是这种实现方式?
- 为什么shadowmask下是lerp(1)开始? 因为采样的阴影其实最终在计算光影的时候(IncomingLight)都是转换为衰减做 乘法 计算的,某个片元完全在阴影中,则衰减为0,最终颜色就比较黑,不在阴影之内的片元,则衰减为1,意味着衰减越高颜色越亮。用阴影强度和衰减来说的话,就是强度越低衰减越高.代码中根据强度返回衰减,自然是Lerp(1)
学习资料: 0. https://github.com/phi-lira/UniversalShaderExamples
- https://edu.uwa4d.com/course-intro/0/282?purchased=true
- https://catlikecoding.com/unity/tutorials/custom-srp/
- https://github.com/3-Delta/Unity-Urp
- https://learnopengl-cn.readthedocs.io/zh/latest/01%20Getting%20started/04%20Hello%20Triangle/
- https://edu.uwa4d.com/course-intro/0/283
- https://www.zhihu.com/column/c_1237044646569447424
- https://space.bilibili.com/7398208/video
- https://www.zhihu.com/people/zilch-5/columns
- https://www.zhihu.com/people/luckywjr/posts
- https://www.zhihu.com/people/yang-yang-90-83/columns
- https://www.zhihu.com/people/xiao-shi-chang-23/posts 引擎
- https://www.zhihu.com/people/tomxx/posts
- https://www.zhihu.com/people/cris-66-91/posts
- https://www.zhihu.com/people/jeff-wong-92/posts
- https://www.zhihu.com/column/c_1189143258499133440 软渲染
- https://baddogzz.github.io/page2/
- https://github.com/Maligan/unity-subassets-drag-and-drop
- https://www.bilibili.com/video/BV1aJ411t7N6?spm_id_from=333.999.0.0
- https://www.bilibili.com/video/BV1X7411F744?spm_id_from=333.999.0.0
- https://www.bilibili.com/video/BV1Wv41167i2?spm_id_from=333.999.0.0
- https://www.bilibili.com/video/BV1Ea4y1j7gu?spm_id_from=333.999.0.0
- https://www.bilibili.com/video/BV1ca4y1W7wN?spm_id_from=333.999.0.0
- https://learn.u3d.cn/tutorial/ilruntime
- https://zhuanlan.zhihu.com/p/265463655 lightmap
- https://zhuanlan.zhihu.com/p/37639418
- https://www.zhihu.com/people/ou-ji-li-de-fan-shu-34/posts